Changes for page Eco-System System Design
Last modified by Utku Dagli on 2026/03/14 17:22
From version 15.1
edited by Alexandros Mloukie
on 2025/12/19 20:25
on 2025/12/19 20:25
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To version 1.1
edited by Utku Dagli
on 2025/12/16 21:16
on 2025/12/16 21:16
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... ... @@ -1,27 +1,34 @@ 1 -= 0 - Introduction = 1 +== **0 - Introduction** == 2 2 3 + 3 3 This documentation describes a system that establishes a framework for creatures' behaviours within the ecosystem. This system aims for consistency, enabling the player to understand and explore more of the organic variations and predict the location or behaviour of the creatures. 4 4 5 -== 0.1 - Disclaimer == 6 +=== **0.1 - Disclaimer** === 6 6 8 + 7 7 In this document, the names and examples used are for illustrative purposes only; they are not creatures or anything else that are designed for this game. This is a living document, and any specifics pertaining to the mechanics, numbers, and more are subject to change. The assignee of this task is free to apply any values, effects, and other unspecified elements, or contact {{mention reference="XWiki.AdamDesign" style="FULL_NAME" anchor="XWiki-AdamDesign-q22x2e"/}} or {{mention reference="XWiki.utkudagli" style="FULL_NAME" anchor="XWiki-utkudagli-rxh00q"/}} to get further guidelines. 8 8 9 -== 0.2 - Terminology ==11 +=== **0.2 - Local Dictionary** === 10 10 11 - (% class="table-bordered" %)12 - (% class="active" %)|=(% style="width: 204px;" %)Term|=(% style="width: 958px;" %)Meaning13 -| (% style="width:204px" %)PC|(% style="width:958px" %)Player Character14 -| (% style="width:204px" %)NPC|(% style="width:958px" %)(((13 + 14 +|=Term|=Meaning 15 +|PC|Player Character 16 +|NPC|((( 15 15 Non-Playable Character 16 16 ))) 17 -| (% style="width:204px" %)Micro-Zone|(% style="width:958px" %)Invisible spawn region, within a biome tied to terrain function18 -| (% style="width:204px" %)State Machine|(% style="width:958px" %)A system for managing the creature's behaviour through states19 -| (% style="width:204px" %)Behavioural State|(% style="width:958px" %)Current behavioural state of the creature19 +|Micro-Zone|Invisible spawn region, within a biome tied to terrain function 20 +|State Machine|A system for managing the creature's behaviour through states 21 +|Behavioural State|Current behavioural state of the creature 20 20 23 +== == 24 + 21 21 ---- 22 22 23 -= 1-System Architecture=27 +== == 24 24 29 +== **1 - System Architecture** == 30 + 31 + 25 25 This system operates on four interconnected layers. Each layer builds upon the previous layer. 26 26 27 27 * Layer 1: Creature State Machine ... ... @@ -29,26 +29,24 @@ 29 29 * Layer 3: Interaction Chains 30 30 * Layer 4: Environmental Traces 31 31 32 -[[image: Screenshot 2025-12-08 131237.png||alt="System Architecture"]]39 +[[image:1765911944829-936.png]] 33 33 34 -== 1.1 - Layer 1: Creature State Machine == 41 +=== **1.1 - Layer 1: Creature State Machine** === 35 35 36 -**Core Concept:** Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categorised into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behaviour varies under observable conditions, such as day and weather cycles. 37 37 38 -= ==1.1.1-CoreStates ===44 +(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Core Concept:**(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %) Each creature type behaves differently under specific conditions and states, depending on what those states dictate. For now, they are categorised into three groups (prey, predators and scavengers). In the future, changes could include additions and updates to these documents. These creatures’ behaviour varies under observable conditions, such as day and weather cycles. 39 39 40 -(% class="table-bordered" %) 41 -(% class="active" %)|=State|=Characteristics 42 -| Resting|((( 43 -* Low activity, reduced movement 44 -* Found in a sheltered location (caves, dense foliage, nest, etc.) 45 -* Increased during rain 46 -* Creatures are less aggressive and easier to approach. 47 -** **Predator:** When a predator creature notices the player or another predator while resting, it becomes aggressive. 48 -** **Prey & Scavenger:** When the creature detects the player or a predator while resting, it flees or flies away. 49 -))) 50 50 47 +==== **1.1.1 - Core States** ==== 51 51 49 + 50 +* (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Resting** 51 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Low activity, reduced movement 52 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Found in a sheltered location (caves, dense foliage, nest, etc.) 53 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Increased during rain 54 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Creatures are less aggressive and easier to approach. 55 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Predator: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)When a predator creature notices the player or another predator while resting, it becomes aggressive. 56 +** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Prey & Scavenger:**(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %) When the creature detects the player or a predator while resting, it flees or flies away. 52 52 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Feeding** 53 53 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Active foraging/hunting 54 54 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Found in food sources (water, vegetation, fruit bushes, prey shelters, scavengers scavenging the corpse of other creatures) ... ... @@ -75,9 +75,10 @@ 75 75 * **Flee** 76 76 ** Triggers after the creature feels threatened. 77 77 83 + 78 78 **State Transition Diagram: ** 79 79 80 -[[image: Screenshot 2025-12-08 162729.png||alt="State Transition Diagram"]]86 +[[image:1765912618725-168.png]] 81 81 82 82 83 83 |=Creature Type|=Morning|=Midday|=Dusk|=Night|=Primary Location ... ... @@ -85,6 +85,8 @@ 85 85 |(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Prey|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Feeding|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Water → Open Areas →Shelter 86 86 |(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Scavangers|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Resting|(%%)(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; overflow-wrap:break-word; overflow:hidden; text-decoration:none; white-space:pre-wrap" %)Kill Sites → Trees → Caves 87 87 94 + 95 + 88 88 ==== **1.1.2 - Weather System** ==== 89 89 90 90 ... ... @@ -116,6 +116,7 @@ 116 116 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Predators rely on ambush tactics. Players could be hunted if they haven’t noticed the predators. 117 117 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Player Strategies: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Move slowly and quietly, but be careful; players can also be hunted if they are unaware of the predator. 118 118 127 + 119 119 |=Weather|=Movement Speed|=Roaming Radius from the Spawn Point|=Resting Priority|=Vision Range|=Hearing Range 120 120 |Sunny|100%|100%|1.0x|100%|((( 121 121 100% ... ... @@ -127,8 +127,10 @@ 127 127 ))) 128 128 |Foggy|80%|60%|1.5x|40%|150% 129 129 130 -[[image:Screenshot 2025-12-09 161553.png||alt="Weather System"]] 131 131 140 + 141 +[[image:1765913168895-550.png]] 142 + 132 132 === === 133 133 134 134 === **1.2 - Layer 2: Micro-zoning** === ... ... @@ -141,6 +141,7 @@ 141 141 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Cave Entrance: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Dark tunnels or just an opening; mostly predators rest; sometimes prey can be found here, too. 142 142 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Riverside/Seashore: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Where all animals drink or hang out. Still, predators and scavengers hunt and feed here. Also, some predators are in the water to hunt fish. 143 143 155 + 144 144 ==== **1.2.1 - Micro-zone types** ==== 145 145 146 146 ... ... @@ -160,6 +160,7 @@ 160 160 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Cave Entrance: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)During rain, most prey will hide here from the rain. Other than rainy days, there will be no prey. During foggy periods, predators will be here. 161 161 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Inner Cave: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)A Hide and resting place for predators. Predators in here are territorial because this place also serves as their nest. 162 162 175 + 163 163 |=((( 164 164 State/Creature 165 165 )))|=Prey|=Predator|=Scavengers ... ... @@ -172,6 +172,7 @@ 172 172 |=Scavenging|-|-|Mid elevation, forest edge, clearings, Water proximity Zone 1 and Zone 2. 173 173 |=Alert|During Fog|During Fog|During Fog 174 174 188 + 175 175 === **1.3 - Layer 3: Interaction Chains** === 176 176 177 177 === ... ... @@ -192,6 +192,7 @@ 192 192 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Most of the sounds will be muffled by rain interference. 193 193 ** (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Within 10 meters, a slight leaf crunch is audible. 194 194 209 + 195 195 ==== (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)**1.3.2 - Prey-Prey Interaction**(%%) ==== 196 196 197 197 ... ... @@ -200,6 +200,7 @@ 200 200 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Some creatures will be designed as herds. (Will be specified later) 201 201 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)If herds or herd-like creature groups trigger each other. For instance, if a prey animal detected a predator, triggering the flee state and initiating a run, the rest of the herd would also enter the flee state and run. 202 202 218 + 203 203 **1.3.3 - Scavenger Interaction** 204 204 205 205 ... ... @@ -208,6 +208,7 @@ 208 208 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)If the weather is foggy, scavengers will spawn in 7 minutes near the carcass. 209 209 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)If the weather is rainy, scavengers will spawn in 10 minutes near the carcass. 210 210 227 + 211 211 |Time: 0|Kill Occurs 212 212 |Sunny Weather|5 mins: Scavenger arrives 213 213 |Foggy Weather|7 mins: Scavenger arrives ... ... @@ -215,6 +215,7 @@ 215 215 |If the carcass is scavenged|The carcass turns to bones, and the bones despawn in 5 minutes 216 216 |Time: 20+ mins|Carcass despawns if not scavenged 217 217 235 + 218 218 === **1.4 - Layer 4: Environmental Traces** === 219 219 220 220 ... ... @@ -248,6 +248,7 @@ 248 248 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)10 mins: 33% visibility 249 249 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)15 mins: Faded 250 250 269 + 251 251 ==== **1.4.2 - Audio Range by Weather** ==== 252 252 253 253 ... ... @@ -281,6 +281,7 @@ 281 281 |Rainy|100m|0.6x|60m|Muffled|Close-range only 282 282 |Foggy|100m|1.5x|150m|Echoing|Wide area search 283 283 303 + 284 284 ==== **1.4. - Environmental Disturbance Types** ==== 285 285 286 286 ... ... @@ -290,6 +290,7 @@ 290 290 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Mud Tracks: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Footprints will spawn on rainy days, and the water will fill them. Due to that, the fresh tracks will last longer. But in the following rain, if the footprints are still alive, they will start to fade away, as explained in 2.4.1 291 291 * **Claw Marks: **Claw marks indicate that a predator is nearby. 292 292 313 + 293 293 ---- 294 294 295 295 == == ... ... @@ -311,10 +311,11 @@ 311 311 ** Learns from the NPC 312 312 ** Benefits from community knowledge 313 313 335 + 314 314 === **2.1 - Learning Through Natural Gameplay Loop** === 315 315 316 316 317 -[[image: Screenshot 2025-12-16230546.png||alt="Learning Through Natural Gameplay Loop"]]339 +[[image:1765915553090-883.png]] 318 318 319 319 320 320 === **2.2 - Creature Behaviour Complexity Progression** === ... ... @@ -360,6 +360,7 @@ 360 360 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Instead of zones, playing time could be used to set the complexity progression. 361 361 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Instead of zones, experience level could be used to set the complexity progression. 362 362 385 + 363 363 === **2.3 - NPC Dialogue with Subtle Hints** === 364 364 365 365 ... ... @@ -371,6 +371,7 @@ 371 371 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Old Tales: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)Tells old tales that caution the player on scavenger and predator behaviour and patterns. 372 372 * (% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)**Self Thought: **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)The(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:700; text-decoration:none; white-space:pre-wrap" %)** **(% style="color:#000000; font-family:Arial,sans-serif; font-size:11pt; font-style:normal; font-variant:normal; font-weight:400; text-decoration:none; white-space:pre-wrap" %)PC that talks by itself with the observations depending on the pattern findings. 373 373 397 + 374 374 === **2.4 - Quest Design for Teaching** === 375 375 376 376
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